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Mesh colliders with PhysX 2.8.
I made a game recently using Unity 2.6. However, after recently converting the game into Unity 3.1, I find that all of the mesh colliders that worked well before are now near useless. They sometimes fail to detect the collision and the player can run through most of the objects without much hindrance.
I tried checking and unchecking Convex as well as some of the other options but that doesn't seem to have changed anything. I'd also rather not have to write a script to handle collision, or have to make any compound colliders since there are a lot of mesh colliders to have to apply them all to.
Any help?
Answer by Borgo · Jan 11, 2011 at 02:11 PM
In the documentation says that Mesh colliders don't collide with Mesh colliders.
"Mesh Colliders cannot collide with each other unless they are marked as Convex. Therefore, they are most useful for background objects like environment geometry."
"Convex Mesh Colliders must be fewer than 255 triangles"
"Primitive Colliders are less costly for objects under physics control."
See the complete documentation: http://unity3d.com/support/documentation/Components/class-MeshCollider.html
I recomend to use primitive colliders instead Mesh colliders, there are problems with back culling too.
Use primitive colliders and atach a Rigidybody component, it will be calculated much better, if it is a not moving object, mark as IsKinect.
Hope it help you.
Thanks for the reply. The problem is not with mesh collider against mesh collider, as I am using a capsule collider with the Platform Controller script for the player. The mesh colliders in question are attached to objects such as rocks, where applying primitve colliders to each rock would take a long time and so it would not the most ideal solution.
Like $$anonymous$$said, sounds like a bug, just see if your meshs don't have more than 255 triangles... If not, report to Unity.
Answer by jonas-echterhoff · Jan 11, 2011 at 05:32 PM
This sounds like a bug to me. Please submit a bug report with your project folder, so we can have a look at the problem.
Answer by r3po · Mar 24, 2012 at 12:44 AM
Does anybody know if this was fixed? I'm having the same issue.
Thanks,
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